I noticed a few things in the User Guide that are (I believe) incorrect, or maybe just needs clarification. I wanted to make a thread in case other people noticed glitches in the guide, so hopefully it can be improved over time by Frontier.
In the Materials section:
"You can only use the Specular map or the smoothness(or roughness) Map and not both together."
I think this is supposed to say that you can only use Specular or Metalness but not both together. Specular + Smoothness, Specular + Roughness, Metalness + Smoothness, or Metalness + Roughness all work fine. (I understand that Specular is incompatible with Metalness, and Smoothness is incompatible with Roughness)
Similarly, further down the page, it says:
SPECULAR WORKFLOW:
SPECULAR WORKFLOW CANNOT USE THE FOLLOWING:
Specular + Roughness seems to work just the same as Specular + Smoothness (with the color of roughness and smoothness inverted, of course). In fact, the Pirate Lookout example scene uses Specular + Roughness for the Pirate_Outfit material.
In the Texture Suffix Table and Material Descriptions section, Glass (_GS) is missing and never properly described.
Finally, the very last section where it talks about needing an additional suffix for transparent/translucent materials - this... doesn't seem to be necessary at all? Again looking at the example files, the Pirate_Outfit material has a Pirate_Outfit_OP.png map, and the iron piston has WS_Log
P.png. No additional suffixes, and they work fine.
In the Materials section:
"You can only use the Specular map or the smoothness(or roughness) Map and not both together."
I think this is supposed to say that you can only use Specular or Metalness but not both together. Specular + Smoothness, Specular + Roughness, Metalness + Smoothness, or Metalness + Roughness all work fine. (I understand that Specular is incompatible with Metalness, and Smoothness is incompatible with Roughness)
Similarly, further down the page, it says:
SPECULAR WORKFLOW:
- Specular (SP)
- Smoothness (SM)
SPECULAR WORKFLOW CANNOT USE THE FOLLOWING:
- Roughness (RN)
- Metalness (MT)
Specular + Roughness seems to work just the same as Specular + Smoothness (with the color of roughness and smoothness inverted, of course). In fact, the Pirate Lookout example scene uses Specular + Roughness for the Pirate_Outfit material.
In the Texture Suffix Table and Material Descriptions section, Glass (_GS) is missing and never properly described.
Finally, the very last section where it talks about needing an additional suffix for transparent/translucent materials - this... doesn't seem to be necessary at all? Again looking at the example files, the Pirate_Outfit material has a Pirate_Outfit_OP.png map, and the iron piston has WS_Log